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The Beta Bank - A Paragon Pawns Production

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The playable build at the top of our page is the latest
version of the project, and the web link is our
submission version.

All versions are available for
download on both Windows and Mac!
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OVERVIEW
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Hugh Higgins is a professional hacker, renowned throughout the world for infiltrating the most elaborate and sophisticated security systems. His recent operations, however, haven’t been too fruitful; a preservation protocol—the Safeguard Sun—has been disrupting his work. Having ascertained its location within a bank’s hosted beta, Hugh has decided to set out and terminate it.

Dive onto the information highway as Hugh’s robotic avatar, juggle between volume and visibility settings to avoid detection, and obtain the Safeguard Sun spiralling at the road’s end. Do you have what it takes to get the job done?

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CONTROLS
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W: Move Forward
A: Move Leftward
S: Move Backward
D: Move Rightward

Duck: performed automatically when Hugh’s avatar is idle.

Move the mouse over to the options panel at the top left of the screen for visibility and volume management.

Low Brightness: the highway becomes invisible, but enemy spotlights are visible.
Medium Brightness: moving platforms become visible, but enemy spotlights and stationary platforms are invisible.
High Brightness: the stationary platforms become visible, but enemy spotlights and moving platforms are invisible.

Muted Volume: Strategy Spheres will not approach you, but you can’t hear the System Stream.
Low Volume: Strategy Spheres will approach you slowly, and you can hear the System Stream faintly.
High Volume: Strategy Spheres will approach you, but you can hear the System Stream.

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ENEMIES
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System Stream
A massive humming beam that vaporizes Hugh’s avatar on contact. When it sounds loud and close, duck!

Strategy Sphere
Small orbs that hover to the left and right of Hugh’s avatar. When the volume is muted, they return to their default positions and leave Hugh alone. When the volume is high, however, they can hear his avatar and start closing in to eliminate it.

Security Spotlight
A light projector that moves in a methodical pattern. Hugh’s session ends if its light makes contact with his avatar—whether he can see it or not!

In the submission build, the player isn't affected by moving platforms, so you need to manually keep up with them to maintain your footing. The camera tilts and rotates a bit the farther you go, too. Moreover, the moving platforms vanish when the brightness is set to anything other than medium brightness, so you'll need to step off of them before changing the brightness if you play the submission build.

We also didn't have time to implement a few of our animations and textures: defeated, falling and spotted animations for Hugh's avatar were not included, nor were the textures for the platforms.

Very innovative mechanics, and really nice assets! However, the settings were a bit too much for me to manage. Perhaps two levels of brightness and volume each would have been better. Well, that's just me. =D

I like the different mechanics you add, but there was maybe too much at the same time. Something more increasing would have been better, with checkpoints.
From the theme, I don't understand how it relates, except that every screens are on one screen.
Arts were great.
Sad there was no music, mood could have better with it.
Still a nice game to play.

Wow, this was interesting. I love the unique mechanics. Very challenging but one you got hang of it (and learned the layout of the level somewhat) things got easier.
I would have prefered to have a life bar, instead of immediately respawning as soon as you made an error.
Oh, great graphics by the way :)

@BtheDestroyer not able to see the maze on normal brightness is part of the mechanic. As for the bar you can hear it clearly on high volume and difficult to hear at medium at medium volume. :D i am planing to implement some ques to remind people to use the sound volume to hear the blue beam.

Intriguing idea! I've seen a few of these game where you can only see one type of danger at a time. I always seem to struggle really badly with them for some reason! This one has some nice features, including good graphics, nice ambient sound, and an extremely fast retry loop that doesn't make failure break your heart.

It's a really interesting concept - definitely feels innovative! I think it's a bit too tough at the moment, though. If you had three sensory modes total instead of six I think it would tighten things up a lot. I'm also not sure if I'm seeing a strong relation to the theme, but maybe that's just me. The audio fit really well and added some nice ambience, though! Also, in the future it would probably be better to embed the version you submitted until voting ends to avoid confusion - a lot of people don't pay much attention to the game description.

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